/*
REWRITTEN FROM SCRATCH BY XINEF, IT OWNS NOW!
*/

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "SpellScript.h"
#include "halls_of_lightning.h"
#include "Player.h"

enum LokenSpells
{
	SPELL_ARC_LIGHTNING				= 52921,
	SPELL_LIGHTNING_NOVA_N			= 52960,
	SPELL_LIGHTNING_NOVA_H			= 59835,
	SPELL_LIGHTNING_NOVA_VISUAL		= 56502,
	SPELL_LIGHTNING_NOVA_THUNDERS	= 52663,

	SPELL_PULSING_SHOCKWAVE_N		= 52961,
	SPELL_PULSING_SHOCKWAVE_H		= 59836,

	// Achievement
	ACHIEVEMENT_TIMELY_DEATH		= 20384
};

enum Yells
{
    SAY_INTRO_1                     = 0,
    SAY_INTRO_2                     = 1,
    SAY_AGGRO                       = 2,
    SAY_NOVA                        = 3,
    SAY_SLAY                        = 4,
    SAY_75HEALTH                    = 5,
    SAY_50HEALTH                    = 6,
    SAY_25HEALTH                    = 7,
    SAY_DEATH                       = 8,
    EMOTE_NOVA                      = 9
};

enum LokenEvents
{
	EVENT_LIGHTNING_NOVA			= 1,
	EVENT_SHOCKWAVE					= 2,
	EVENT_ARC_LIGHTNING				= 3,
	EVENT_CHECK_HEALTH				= 4,
	EVENT_AURA_REMOVE				= 5
};

class boss_loken : public CreatureScript
{
public:
    boss_loken() : CreatureScript("boss_loken") { }

    CreatureAI* GetAI(Creature* creature) const
    {
        return new boss_lokenAI (creature);
    }

	struct boss_lokenAI : public ScriptedAI
	{
		boss_lokenAI(Creature* creature) : ScriptedAI(creature)
		{
			m_pInstance = creature->GetInstanceScript();
			if (m_pInstance)
				isActive = m_pInstance->GetData(TYPE_LOKEN_INTRO);
		}

		InstanceScript* m_pInstance;
		EventMap events;

		bool isActive;
		uint32 IntroTimer;
		uint8 HealthCheck;

		void MoveInLineOfSight(Unit*) { }

		void Reset()
		{
			events.Reset();
			if (m_pInstance)
			{
				m_pInstance->DoStopTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH);
				m_pInstance->SetData(TYPE_LOKEN, NOT_STARTED);
			}

			HealthCheck = 75;
			IntroTimer = 0;
			me->RemoveAllAuras();

			if (!isActive)
			{
				me->SetControlled(true, UNIT_STATE_STUNNED);
				me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
			}
			else
			{
				me->SetControlled(false, UNIT_STATE_STUNNED);
				me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
			}
		}

		void EnterCombat(Unit*)
		{
			me->SetInCombatWithZone();
			Talk(SAY_AGGRO);

			events.ScheduleEvent(EVENT_ARC_LIGHTNING, 10000);
			events.ScheduleEvent(EVENT_SHOCKWAVE, 3000);
			events.ScheduleEvent(EVENT_LIGHTNING_NOVA, 15000);

			if (m_pInstance)
			{
				m_pInstance->SetData(TYPE_LOKEN, IN_PROGRESS);

				if (me->GetMap()->IsHeroic())
					m_pInstance->DoStartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_EVENT, ACHIEVEMENT_TIMELY_DEATH);
			}
		}

		void JustDied(Unit*)
		{
			Talk(SAY_DEATH);

			if (m_pInstance)
				m_pInstance->SetData(TYPE_LOKEN, DONE);
		}

		void LokenSpeach(bool hp)
		{
			if (hp)
			{
				switch(HealthCheck)
				{
					case 75: Talk(SAY_75HEALTH); break;
					case 50: Talk(SAY_50HEALTH); break;
					case 25: Talk(SAY_25HEALTH); break;
				}
			}
			else
				Talk(SAY_NOVA);
		}

		void KilledUnit(Unit* victim)
		{
			if (victim->GetTypeId() != TYPEID_PLAYER)
				return;

			Talk(SAY_SLAY);
		}

		void UpdateAI(uint32 diff)
		{
			if (!isActive)
			{
				IntroTimer += diff;
				if (IntroTimer > 5000 && IntroTimer < 10000)
				{
					if (SelectTargetFromPlayerList(60))
					{
						Talk(SAY_INTRO_1);
						IntroTimer = 10000;
					}
					else
						IntroTimer = 0;
				}

				if (IntroTimer >= 30000 && IntroTimer < 40000)
				{
					Talk(SAY_INTRO_2);
					IntroTimer = 40000;
				}
				if (IntroTimer >= 60000)
				{
					isActive = true;
					if (m_pInstance)
						m_pInstance->SetData(TYPE_LOKEN_INTRO, 1);

					me->SetControlled(false, UNIT_STATE_STUNNED);
					me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
					
					if (Player* target = SelectTargetFromPlayerList(80))
						AttackStart(target);
				}

				return;
			}

			//Return since we have no target
			if (!UpdateVictim())
				return;

			events.Update(diff);

			if (me->HasUnitState(UNIT_STATE_CASTING))
				return;

			switch (events.GetEvent())
			{
				case EVENT_CHECK_HEALTH:
					if (HealthBelowPct(HealthCheck))
					{
						LokenSpeach(true);
						HealthCheck -= 25;
					}

					events.RepeatEvent(1000);
					break;
				case EVENT_LIGHTNING_NOVA:
					events.RepeatEvent(15000);
					me->CastSpell(me, SPELL_LIGHTNING_NOVA_VISUAL, true);
					me->CastSpell(me, SPELL_LIGHTNING_NOVA_THUNDERS, true);

					events.DelayEvents(5001);
					events.ScheduleEvent(EVENT_AURA_REMOVE, me->GetMap()->IsHeroic() ? 4000 : 5000);

					me->CastSpell(me, me->GetMap()->IsHeroic() ? SPELL_LIGHTNING_NOVA_H : SPELL_LIGHTNING_NOVA_N, false);
					break;
				case EVENT_SHOCKWAVE:
					me->CastSpell(me, me->GetMap()->IsHeroic() ? SPELL_PULSING_SHOCKWAVE_H : SPELL_PULSING_SHOCKWAVE_N, false);
					events.PopEvent();
					break;
				case EVENT_ARC_LIGHTNING:
					if (Unit* target = SelectTargetFromPlayerList(100, SPELL_ARC_LIGHTNING))
						me->CastSpell(target, SPELL_ARC_LIGHTNING, false);

					events.RepeatEvent(12000);
					break;
				case EVENT_AURA_REMOVE:
					me->RemoveAura(SPELL_LIGHTNING_NOVA_THUNDERS);
					events.PopEvent();
					break;
			}

			DoMeleeAttackIfReady();
		}
	};
};

class spell_loken_pulsing_shockwave : public SpellScriptLoader
{
    public:
        spell_loken_pulsing_shockwave() : SpellScriptLoader("spell_loken_pulsing_shockwave") { }

        class spell_loken_pulsing_shockwave_SpellScript : public SpellScript
        {
            PrepareSpellScript(spell_loken_pulsing_shockwave_SpellScript);

            void CalculateDamage(SpellEffIndex /*effIndex*/)
            {
                if (!GetHitUnit())
                    return;

                float distance = GetCaster()->GetDistance2d(GetHitUnit());
                if (distance > 1.0f)
                    SetHitDamage(int32(GetHitDamage() * distance));
            }

            void Register()
            {
                OnEffectHitTarget += SpellEffectFn(spell_loken_pulsing_shockwave_SpellScript::CalculateDamage, EFFECT_0, SPELL_EFFECT_SCHOOL_DAMAGE);
            }
        };

        SpellScript* GetSpellScript() const
        {
            return new spell_loken_pulsing_shockwave_SpellScript();
        }
};

void AddSC_boss_loken()
{
	new boss_loken();
	new spell_loken_pulsing_shockwave();
}
